mirror of
https://github.com/godotengine/godot-docs-l10n.git
synced 2025-12-31 09:49:22 +03:00
386 lines
16 KiB
ReStructuredText
386 lines
16 KiB
ReStructuredText
:github_url: hide
|
|
|
|
.. _class_Sprite2D:
|
|
|
|
Sprite2D
|
|
========
|
|
|
|
**繼承:** :ref:`Node2D<class_Node2D>` **<** :ref:`CanvasItem<class_CanvasItem>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
|
|
|
|
通用精靈節點。
|
|
|
|
.. rst-class:: classref-introduction-group
|
|
|
|
說明
|
|
----
|
|
|
|
顯示 2D 紋理的節點。顯示的紋理可以是較大合集紋理中的某個區域,也可以是精靈表動畫中的某一影格。
|
|
|
|
.. rst-class:: classref-introduction-group
|
|
|
|
教學
|
|
----
|
|
|
|
- `產生實體演示 <https://godotengine.org/asset-library/asset/2716>`__
|
|
|
|
.. rst-class:: classref-reftable-group
|
|
|
|
屬性
|
|
----
|
|
|
|
.. table::
|
|
:widths: auto
|
|
|
|
+-----------------------------------+---------------------------------------------------------------------------------------+-----------------------+
|
|
| :ref:`bool<class_bool>` | :ref:`centered<class_Sprite2D_property_centered>` | ``true`` |
|
|
+-----------------------------------+---------------------------------------------------------------------------------------+-----------------------+
|
|
| :ref:`bool<class_bool>` | :ref:`flip_h<class_Sprite2D_property_flip_h>` | ``false`` |
|
|
+-----------------------------------+---------------------------------------------------------------------------------------+-----------------------+
|
|
| :ref:`bool<class_bool>` | :ref:`flip_v<class_Sprite2D_property_flip_v>` | ``false`` |
|
|
+-----------------------------------+---------------------------------------------------------------------------------------+-----------------------+
|
|
| :ref:`int<class_int>` | :ref:`frame<class_Sprite2D_property_frame>` | ``0`` |
|
|
+-----------------------------------+---------------------------------------------------------------------------------------+-----------------------+
|
|
| :ref:`Vector2i<class_Vector2i>` | :ref:`frame_coords<class_Sprite2D_property_frame_coords>` | ``Vector2i(0, 0)`` |
|
|
+-----------------------------------+---------------------------------------------------------------------------------------+-----------------------+
|
|
| :ref:`int<class_int>` | :ref:`hframes<class_Sprite2D_property_hframes>` | ``1`` |
|
|
+-----------------------------------+---------------------------------------------------------------------------------------+-----------------------+
|
|
| :ref:`Vector2<class_Vector2>` | :ref:`offset<class_Sprite2D_property_offset>` | ``Vector2(0, 0)`` |
|
|
+-----------------------------------+---------------------------------------------------------------------------------------+-----------------------+
|
|
| :ref:`bool<class_bool>` | :ref:`region_enabled<class_Sprite2D_property_region_enabled>` | ``false`` |
|
|
+-----------------------------------+---------------------------------------------------------------------------------------+-----------------------+
|
|
| :ref:`bool<class_bool>` | :ref:`region_filter_clip_enabled<class_Sprite2D_property_region_filter_clip_enabled>` | ``false`` |
|
|
+-----------------------------------+---------------------------------------------------------------------------------------+-----------------------+
|
|
| :ref:`Rect2<class_Rect2>` | :ref:`region_rect<class_Sprite2D_property_region_rect>` | ``Rect2(0, 0, 0, 0)`` |
|
|
+-----------------------------------+---------------------------------------------------------------------------------------+-----------------------+
|
|
| :ref:`Texture2D<class_Texture2D>` | :ref:`texture<class_Sprite2D_property_texture>` | |
|
|
+-----------------------------------+---------------------------------------------------------------------------------------+-----------------------+
|
|
| :ref:`int<class_int>` | :ref:`vframes<class_Sprite2D_property_vframes>` | ``1`` |
|
|
+-----------------------------------+---------------------------------------------------------------------------------------+-----------------------+
|
|
|
|
.. rst-class:: classref-reftable-group
|
|
|
|
方法
|
|
----
|
|
|
|
.. table::
|
|
:widths: auto
|
|
|
|
+---------------------------+------------------------------------------------------------------------------------------------------------------+
|
|
| :ref:`Rect2<class_Rect2>` | :ref:`get_rect<class_Sprite2D_method_get_rect>`\ (\ ) |const| |
|
|
+---------------------------+------------------------------------------------------------------------------------------------------------------+
|
|
| :ref:`bool<class_bool>` | :ref:`is_pixel_opaque<class_Sprite2D_method_is_pixel_opaque>`\ (\ pos\: :ref:`Vector2<class_Vector2>`\ ) |const| |
|
|
+---------------------------+------------------------------------------------------------------------------------------------------------------+
|
|
|
|
.. rst-class:: classref-section-separator
|
|
|
|
----
|
|
|
|
.. rst-class:: classref-descriptions-group
|
|
|
|
訊號
|
|
----
|
|
|
|
.. _class_Sprite2D_signal_frame_changed:
|
|
|
|
.. rst-class:: classref-signal
|
|
|
|
**frame_changed**\ (\ ) :ref:`🔗<class_Sprite2D_signal_frame_changed>`
|
|
|
|
當 :ref:`frame<class_Sprite2D_property_frame>` 更改時發出。
|
|
|
|
.. rst-class:: classref-item-separator
|
|
|
|
----
|
|
|
|
.. _class_Sprite2D_signal_texture_changed:
|
|
|
|
.. rst-class:: classref-signal
|
|
|
|
**texture_changed**\ (\ ) :ref:`🔗<class_Sprite2D_signal_texture_changed>`
|
|
|
|
當 :ref:`texture<class_Sprite2D_property_texture>` 更改時發出。
|
|
|
|
.. rst-class:: classref-section-separator
|
|
|
|
----
|
|
|
|
.. rst-class:: classref-descriptions-group
|
|
|
|
屬性說明
|
|
--------
|
|
|
|
.. _class_Sprite2D_property_centered:
|
|
|
|
.. rst-class:: classref-property
|
|
|
|
:ref:`bool<class_bool>` **centered** = ``true`` :ref:`🔗<class_Sprite2D_property_centered>`
|
|
|
|
.. rst-class:: classref-property-setget
|
|
|
|
- |void| **set_centered**\ (\ value\: :ref:`bool<class_bool>`\ )
|
|
- :ref:`bool<class_bool>` **is_centered**\ (\ )
|
|
|
|
If ``true``, texture is centered.
|
|
|
|
\ **Note:** For games with a pixel art aesthetic, textures may appear deformed when centered. This is caused by their position being between pixels. To prevent this, set this property to ``false``, or consider enabling :ref:`ProjectSettings.rendering/2d/snap/snap_2d_vertices_to_pixel<class_ProjectSettings_property_rendering/2d/snap/snap_2d_vertices_to_pixel>` and :ref:`ProjectSettings.rendering/2d/snap/snap_2d_transforms_to_pixel<class_ProjectSettings_property_rendering/2d/snap/snap_2d_transforms_to_pixel>`.
|
|
|
|
.. rst-class:: classref-item-separator
|
|
|
|
----
|
|
|
|
.. _class_Sprite2D_property_flip_h:
|
|
|
|
.. rst-class:: classref-property
|
|
|
|
:ref:`bool<class_bool>` **flip_h** = ``false`` :ref:`🔗<class_Sprite2D_property_flip_h>`
|
|
|
|
.. rst-class:: classref-property-setget
|
|
|
|
- |void| **set_flip_h**\ (\ value\: :ref:`bool<class_bool>`\ )
|
|
- :ref:`bool<class_bool>` **is_flipped_h**\ (\ )
|
|
|
|
若為 ``true``\ ,紋理將水平翻轉。
|
|
|
|
.. rst-class:: classref-item-separator
|
|
|
|
----
|
|
|
|
.. _class_Sprite2D_property_flip_v:
|
|
|
|
.. rst-class:: classref-property
|
|
|
|
:ref:`bool<class_bool>` **flip_v** = ``false`` :ref:`🔗<class_Sprite2D_property_flip_v>`
|
|
|
|
.. rst-class:: classref-property-setget
|
|
|
|
- |void| **set_flip_v**\ (\ value\: :ref:`bool<class_bool>`\ )
|
|
- :ref:`bool<class_bool>` **is_flipped_v**\ (\ )
|
|
|
|
若為 ``true``\ ,紋理將垂直翻轉。
|
|
|
|
.. rst-class:: classref-item-separator
|
|
|
|
----
|
|
|
|
.. _class_Sprite2D_property_frame:
|
|
|
|
.. rst-class:: classref-property
|
|
|
|
:ref:`int<class_int>` **frame** = ``0`` :ref:`🔗<class_Sprite2D_property_frame>`
|
|
|
|
.. rst-class:: classref-property-setget
|
|
|
|
- |void| **set_frame**\ (\ value\: :ref:`int<class_int>`\ )
|
|
- :ref:`int<class_int>` **get_frame**\ (\ )
|
|
|
|
Current frame to display from sprite sheet. :ref:`hframes<class_Sprite2D_property_hframes>` or :ref:`vframes<class_Sprite2D_property_vframes>` must be greater than 1. This property is automatically adjusted when :ref:`hframes<class_Sprite2D_property_hframes>` or :ref:`vframes<class_Sprite2D_property_vframes>` are changed to keep pointing to the same visual frame (same column and row). If that's impossible, this value is reset to ``0``.
|
|
|
|
.. rst-class:: classref-item-separator
|
|
|
|
----
|
|
|
|
.. _class_Sprite2D_property_frame_coords:
|
|
|
|
.. rst-class:: classref-property
|
|
|
|
:ref:`Vector2i<class_Vector2i>` **frame_coords** = ``Vector2i(0, 0)`` :ref:`🔗<class_Sprite2D_property_frame_coords>`
|
|
|
|
.. rst-class:: classref-property-setget
|
|
|
|
- |void| **set_frame_coords**\ (\ value\: :ref:`Vector2i<class_Vector2i>`\ )
|
|
- :ref:`Vector2i<class_Vector2i>` **get_frame_coords**\ (\ )
|
|
|
|
顯示的影格在精靈表中的座標。這是 :ref:`frame<class_Sprite2D_property_frame>` 屬性的別名。\ :ref:`vframes<class_Sprite2D_property_vframes>` 或 :ref:`hframes<class_Sprite2D_property_hframes>` 必須大於 1。
|
|
|
|
.. rst-class:: classref-item-separator
|
|
|
|
----
|
|
|
|
.. _class_Sprite2D_property_hframes:
|
|
|
|
.. rst-class:: classref-property
|
|
|
|
:ref:`int<class_int>` **hframes** = ``1`` :ref:`🔗<class_Sprite2D_property_hframes>`
|
|
|
|
.. rst-class:: classref-property-setget
|
|
|
|
- |void| **set_hframes**\ (\ value\: :ref:`int<class_int>`\ )
|
|
- :ref:`int<class_int>` **get_hframes**\ (\ )
|
|
|
|
The number of columns in the sprite sheet. When this property is changed, :ref:`frame<class_Sprite2D_property_frame>` is adjusted so that the same visual frame is maintained (same row and column). If that's impossible, :ref:`frame<class_Sprite2D_property_frame>` is reset to ``0``.
|
|
|
|
.. rst-class:: classref-item-separator
|
|
|
|
----
|
|
|
|
.. _class_Sprite2D_property_offset:
|
|
|
|
.. rst-class:: classref-property
|
|
|
|
:ref:`Vector2<class_Vector2>` **offset** = ``Vector2(0, 0)`` :ref:`🔗<class_Sprite2D_property_offset>`
|
|
|
|
.. rst-class:: classref-property-setget
|
|
|
|
- |void| **set_offset**\ (\ value\: :ref:`Vector2<class_Vector2>`\ )
|
|
- :ref:`Vector2<class_Vector2>` **get_offset**\ (\ )
|
|
|
|
The texture's drawing offset.
|
|
|
|
\ **Note:** When you increase :ref:`offset<class_Sprite2D_property_offset>`.y in Sprite2D, the sprite moves downward on screen (i.e., +Y is down).
|
|
|
|
.. rst-class:: classref-item-separator
|
|
|
|
----
|
|
|
|
.. _class_Sprite2D_property_region_enabled:
|
|
|
|
.. rst-class:: classref-property
|
|
|
|
:ref:`bool<class_bool>` **region_enabled** = ``false`` :ref:`🔗<class_Sprite2D_property_region_enabled>`
|
|
|
|
.. rst-class:: classref-property-setget
|
|
|
|
- |void| **set_region_enabled**\ (\ value\: :ref:`bool<class_bool>`\ )
|
|
- :ref:`bool<class_bool>` **is_region_enabled**\ (\ )
|
|
|
|
If ``true``, texture is cut from a larger atlas texture. See :ref:`region_rect<class_Sprite2D_property_region_rect>`.
|
|
|
|
\ **Note:** When using a custom :ref:`Shader<class_Shader>` on a **Sprite2D**, the ``UV`` shader built-in will refer to the entire texture space. Use the ``REGION_RECT`` built-in to get the currently visible region defined in :ref:`region_rect<class_Sprite2D_property_region_rect>` instead. See :doc:`CanvasItem shaders <../tutorials/shaders/shader_reference/canvas_item_shader>` for details.
|
|
|
|
.. rst-class:: classref-item-separator
|
|
|
|
----
|
|
|
|
.. _class_Sprite2D_property_region_filter_clip_enabled:
|
|
|
|
.. rst-class:: classref-property
|
|
|
|
:ref:`bool<class_bool>` **region_filter_clip_enabled** = ``false`` :ref:`🔗<class_Sprite2D_property_region_filter_clip_enabled>`
|
|
|
|
.. rst-class:: classref-property-setget
|
|
|
|
- |void| **set_region_filter_clip_enabled**\ (\ value\: :ref:`bool<class_bool>`\ )
|
|
- :ref:`bool<class_bool>` **is_region_filter_clip_enabled**\ (\ )
|
|
|
|
If ``true``, the area outside of the :ref:`region_rect<class_Sprite2D_property_region_rect>` is clipped to avoid bleeding of the surrounding texture pixels. :ref:`region_enabled<class_Sprite2D_property_region_enabled>` must be ``true``.
|
|
|
|
.. rst-class:: classref-item-separator
|
|
|
|
----
|
|
|
|
.. _class_Sprite2D_property_region_rect:
|
|
|
|
.. rst-class:: classref-property
|
|
|
|
:ref:`Rect2<class_Rect2>` **region_rect** = ``Rect2(0, 0, 0, 0)`` :ref:`🔗<class_Sprite2D_property_region_rect>`
|
|
|
|
.. rst-class:: classref-property-setget
|
|
|
|
- |void| **set_region_rect**\ (\ value\: :ref:`Rect2<class_Rect2>`\ )
|
|
- :ref:`Rect2<class_Rect2>` **get_region_rect**\ (\ )
|
|
|
|
要顯示的合集紋理區域。\ :ref:`region_enabled<class_Sprite2D_property_region_enabled>` 必須是 ``true``\ 。
|
|
|
|
.. rst-class:: classref-item-separator
|
|
|
|
----
|
|
|
|
.. _class_Sprite2D_property_texture:
|
|
|
|
.. rst-class:: classref-property
|
|
|
|
:ref:`Texture2D<class_Texture2D>` **texture** :ref:`🔗<class_Sprite2D_property_texture>`
|
|
|
|
.. rst-class:: classref-property-setget
|
|
|
|
- |void| **set_texture**\ (\ value\: :ref:`Texture2D<class_Texture2D>`\ )
|
|
- :ref:`Texture2D<class_Texture2D>` **get_texture**\ (\ )
|
|
|
|
要繪製的 :ref:`Texture2D<class_Texture2D>` 對象。
|
|
|
|
.. rst-class:: classref-item-separator
|
|
|
|
----
|
|
|
|
.. _class_Sprite2D_property_vframes:
|
|
|
|
.. rst-class:: classref-property
|
|
|
|
:ref:`int<class_int>` **vframes** = ``1`` :ref:`🔗<class_Sprite2D_property_vframes>`
|
|
|
|
.. rst-class:: classref-property-setget
|
|
|
|
- |void| **set_vframes**\ (\ value\: :ref:`int<class_int>`\ )
|
|
- :ref:`int<class_int>` **get_vframes**\ (\ )
|
|
|
|
The number of rows in the sprite sheet. When this property is changed, :ref:`frame<class_Sprite2D_property_frame>` is adjusted so that the same visual frame is maintained (same row and column). If that's impossible, :ref:`frame<class_Sprite2D_property_frame>` is reset to ``0``.
|
|
|
|
.. rst-class:: classref-section-separator
|
|
|
|
----
|
|
|
|
.. rst-class:: classref-descriptions-group
|
|
|
|
方法說明
|
|
--------
|
|
|
|
.. _class_Sprite2D_method_get_rect:
|
|
|
|
.. rst-class:: classref-method
|
|
|
|
:ref:`Rect2<class_Rect2>` **get_rect**\ (\ ) |const| :ref:`🔗<class_Sprite2D_method_get_rect>`
|
|
|
|
Returns a :ref:`Rect2<class_Rect2>` representing the Sprite2D's boundary in local coordinates.
|
|
|
|
\ **Example:** Detect if the Sprite2D was clicked:
|
|
|
|
|
|
.. tabs::
|
|
|
|
.. code-tab:: gdscript
|
|
|
|
func _input(event):
|
|
if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
|
|
if get_rect().has_point(to_local(event.position)):
|
|
print("A click!")
|
|
|
|
.. code-tab:: csharp
|
|
|
|
public override void _Input(InputEvent @event)
|
|
{
|
|
if (@event is InputEventMouseButton inputEventMouse)
|
|
{
|
|
if (inputEventMouse.Pressed && inputEventMouse.ButtonIndex == MouseButton.Left)
|
|
{
|
|
if (GetRect().HasPoint(ToLocal(inputEventMouse.Position)))
|
|
{
|
|
GD.Print("A click!");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
.. rst-class:: classref-item-separator
|
|
|
|
----
|
|
|
|
.. _class_Sprite2D_method_is_pixel_opaque:
|
|
|
|
.. rst-class:: classref-method
|
|
|
|
:ref:`bool<class_bool>` **is_pixel_opaque**\ (\ pos\: :ref:`Vector2<class_Vector2>`\ ) |const| :ref:`🔗<class_Sprite2D_method_is_pixel_opaque>`
|
|
|
|
Returns ``true`` if the pixel at the given position is opaque, ``false`` otherwise. Also returns ``false`` if the given position is out of bounds or this sprite's :ref:`texture<class_Sprite2D_property_texture>` is ``null``. ``pos`` is in local coordinates.
|
|
|
|
.. |virtual| replace:: :abbr:`virtual (本方法通常需要使用者覆寫才能生效。)`
|
|
.. |required| replace:: :abbr:`required (This method is required to be overridden when extending its base class.)`
|
|
.. |const| replace:: :abbr:`const (本方法沒有副作用。不會修改該實例的任何成員變數。)`
|
|
.. |vararg| replace:: :abbr:`vararg (本方法除了這裡描述的參數外,還可以接受任意數量的參數。)`
|
|
.. |constructor| replace:: :abbr:`constructor (本方法用於建構一個型別。)`
|
|
.. |static| replace:: :abbr:`static (本方法無需實例即可呼叫,因此可以直接使用類別名稱呼叫。)`
|
|
.. |operator| replace:: :abbr:`operator (本方法描述將本型別作為左運算元時可用的有效運算子。)`
|
|
.. |bitfield| replace:: :abbr:`BitField (此值是由下列旗標組成的位元遮罩整數。)`
|
|
.. |void| replace:: :abbr:`void (無回傳值。)`
|